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  /external/skia/src/core/
SkBlitter_ARGB32.cpp 288 // we call this on the output from the shader
290 // we call this on the output from the shader + alpha from the aa buffer
340 SkShader* shader = fShader; local
384 shader->shadeSpan(x, y, device, width);
393 shader->shadeSpan(x, y, span, width);
401 shader->shadeSpan(x, y, span, width);
414 SkShader* shader = fShader; local
425 shader->shadeSpan(x, y, span, count);
450 // cool, have the shader draw right into the device
451 shader->shadeSpan(x, y, device, count)
518 SkShader* shader = fShader; local
547 SkShader* shader = fShader; local
    [all...]
SkBlitter_Sprite.cpp 51 // have wrapped the source bitmap inside a shader
63 paint and return null if it is set, forcing the client to take the slow shader case
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
Vertices.java 54 Shader s = new BitmapShader(bm, Shader.TileMode.CLAMP,
55 Shader.TileMode.CLAMP);
AlphaBitmap.java 40 private Shader mShader;
72 null, Shader.TileMode.MIRROR);
Xfermodes.java 29 import android.graphics.Shader;
71 private Shader mBG; // background checker-board pattern
110 Shader.TileMode.REPEAT,
111 Shader.TileMode.REPEAT);
  /external/skia/gm/
shadertext3.cpp 104 SkAutoTUnref<SkShader> shader(SkShader::CreateBitmapShader(bmp,
111 shader->setLocalMatrix(localM);
117 fillPaint.setShader(shader);
  /external/webkit/Source/ThirdParty/ANGLE/src/compiler/
BaseTypes.h 98 // built-ins written by vertex shader
102 // built-ins read by fragment shader
107 // built-ins written by fragment shader
  /frameworks/base/graphics/java/android/renderscript/
ProgramFragment.java 26 * <p>The RenderScript fragment program, also known as fragment shader is responsible
28 * shader string containing the program body, textures inputs, and a Type object
30 * when an allocation with constant input values is bound to the shader, its values
  /frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/
fill_test.rs 59 // Default vertex shader
73 // Fragment shader with texture
111 // Fragment shader with texture
  /frameworks/base/libs/hwui/
Program.h 213 * the fragment shader. When this method returns true, the program should
223 * the fragment shader. When this method returns true, the program should
308 * A program holds a vertex and a fragment shader. It offers several utility
369 * Sets the color associated with this shader.
415 * Compiles the specified shader of the specified type.
417 * @return The name of the compiled shader.
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
scenegraph_objects.rsh 35 // Shader params that involve only data
41 // Shader params that involve camera
51 // Shader Params that only involve lights
177 // This represents the shader parameter data needed to set a float or transform data
189 // This represents a shader parameter that knows how to update itself for a given
190 // renderable or shader and contains a timestamp for the last time this buffer was updated
  /external/llvm/test/CodeGen/SI/
sanity.ll 7 call void @llvm.AMDGPU.shader.type(i32 1)
31 declare void @llvm.AMDGPU.shader.type(i32)
  /external/skia/legacy/src/core/
SkBlitter_Sprite.cpp 51 // have wrapped the source bitmap inside a shader
63 paint and return null if it is set, forcing the client to take the slow shader case
  /external/skia/tests/
BitmapHeapTest.cpp 41 // Create a bitmap shader.
83 // Now attempt to flatten the shader again.
  /frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
GLTextureViewActivity.java 312 int shader = glCreateShader(type); local
314 glShaderSource(shader, source);
317 glCompileShader(shader);
321 glGetShaderiv(shader, GL_COMPILE_STATUS, status, 0);
323 String error = glGetShaderInfoLog(shader);
324 Log.d(LOG_TAG, "Error while compiling shader:\n" + error);
325 glDeleteShader(shader);
329 return shader;
  /frameworks/base/tests/RenderScriptTests/FountainFbo/src/com/example/android/rs/fountainfbo/
FountainFboRS.java 60 /* Second fragment shader to use a texture (framebuffer object) to draw with */
64 /* Set the fragment shader in the Renderscript runtime */
  /frameworks/native/opengl/libs/GLES2/
gl3_api.in 4 void API_ENTRY(glAttachShader)(GLuint program, GLuint shader) {
5 CALL_GL_API(glAttachShader, program, shader);
61 void API_ENTRY(glCompileShader)(GLuint shader) {
62 CALL_GL_API(glCompileShader, shader);
97 void API_ENTRY(glDeleteShader)(GLuint shader) {
98 CALL_GL_API(glDeleteShader, shader);
112 void API_ENTRY(glDetachShader)(GLuint program, GLuint shader) {
113 CALL_GL_API(glDetachShader, program, shader);
202 void API_ENTRY(glGetShaderiv)(GLuint shader, GLenum pname, GLint* params) {
203 CALL_GL_API(glGetShaderiv, shader, pname, params)
    [all...]
  /cts/tests/tests/graphics/src/android/graphics/cts/
Interpolator_ResultTest.java 21 import android.graphics.Shader.TileMode;
  /cts/tests/tests/opengl/libopengltest/
attach_shader_eleven.cpp 39 LOGI("Attached Shader First element : %d\n", *shaders);
attach_shader_five.cpp 38 LOGI("Attached Shader First element : %d\n", *shaders);
attach_shader_four.cpp 34 LOGI("Attached Shader First element : %d\n", *shaders);
attach_shader_one.cpp 55 LOGI("Attached Shader First elemt : %d\n", *shaders);
attach_shader_two.cpp 40 LOGI("Attached Shader First element : %d\n", *shaders);
  /cts/tests/tests/opengl/src/android/opengl/cts/
RendererNineShaderTest.java 34 //Invalid shader with value 0
  /device/generic/goldfish/opengl/system/GLESv2_enc/
GL2Encoder.h 120 static void s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length);
143 static void s_glDeleteShader(void *self, GLuint shader);
146 static void s_glAttachShader(void *self, GLuint program, GLuint shader);
149 static void s_glDetachShader(void *self, GLuint program, GLuint shader);

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